Mythic Callings | Mythic Feats | Mythic Destinies


Archfiend Dedication Feat 12

Uncommon Destiny Mythic 
Source War of Immortals pg. 110
Archetype Archfiend

Driven by your Calling, you've begun to make plans for your own personal realm from whence you're destined to rule over an army of fiends. Name your realm and describe its eventual appearance. Whether it contains raging hellfire, ponds of caustic acid, or banks of poisonous fog, your realm should be marked by distinctive terrain. Select one of the following damage types associated with your realm's environmental dangers: acid, cold, electricity, fire, or poison. This is your realm's damage type. You gain resistance to the selected damage type equal to half your level. If you already have resistance to this damage type, increase your resistance by 5. The certainty of your will is such that you can temporarily bring forth a portion of your realm into this world. You gain the Manifest Realm ability. Other feats allow you to further manipulate your manifested realm.

Manifest Realm [two-actions] (concentrate, divine, manipulate) Frequency once per hour; Effect You corrupt the surrounding area into a manifestation of your realm in a 20-foot-radius burst centered on you. Your manifested realm counts as difficult terrain for your enemies, and your enemies take a –1 penalty to Fortitude saving throws while in your manifested realm. You can Sustain your manifested realm once per round on subsequent rounds, and if you do not, the radius of your manifested realm is reduced by 5 feet. Your realm remains manifested for a maximum of 1 minute, and you can Dismiss your manifested realm. If your manifested realm's radius is ever reduced to 0 feet or if you move beyond 100 feet from the borders of your manifested realm, your manifested realm is automatically Dismissed.

Archfiend Dedication Leads To...

Brandish Authority, Don Thy Fervor, Fiend Eternal, Imprison Foe, Lord Of The Fiends, Manipulate Realm, Marshall Fiendish Forces, Profane Bargain, Realm Strider, Seat Of Power

Traits

Uncommon:

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Destiny:

The destiny trait indicates the first feat in a mythic destiny. You must be a mythic character of 12th- level to select a destiny and cannot take subsequent feats in that mythic destiny without first taking the destiny feat.

Mythic:

Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling.

Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons.

Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities.

Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.